Tikki Tooki isn't a bad consolation prize for the Paladin, and is about on the same lines as Dracul in the current build. However, the Glowing Guardian offers so many nice benefits and the paladin gets to completely ignore his steep tradeoffs which are based off of horrific piety loss for infractions and a game-ending punishment.

q 3 wrote:On a related note, if Tinkers do retain their stair sense, please change it so that it actually shows stairs rather than a ? glyph - if you're taking Scout Altar (or, presumably any of the other scouts) and the stairs spawn in an area that you'd otherwise have scouted, you won't be able to tell whether they're actually stairs or just a glyph. Having unexplored stairs appear as stairs isn't exactly game breaking.

That will change, we needed temp graphics for that in a hurry. The closest revealed object we had available was the glyph indicator, stairs will get their own indicators eventually.

The Avatar wrote:Tiki's poison boon is incredible! I had a CYDSTEPPing rogue who grabbed it and converted out before challenging The Avatar, and I absolutely crushed him. Not even close.

There really are too many dungeons where the answer is "CYDSTEP". It can provide 2 additional attacks against an enemy when leveling. The penalty for this is greatly softened by a rogue who requires fewer steps to fully regenerate health. Any boss that does more than 10x<your level> in damage makes using CYDSTEP better than healing glyph. Now, if you can get a mage plate gnome rogue with that (worshiping JJ) you can really clean house (+9 MP from mage plate, +3 from mana boosters, +4 from worship, 10 initial is 26, enough to gain 10 MP per mana potion).

The problem of mage plate is that it lowers your damage bonus by 5% every time you level up, so at lvl 10 you will have -15% attack bonus (assuming you didn't get extra attack bonus from the tower), so it's generally more useful for mage classes.

Also, mage plate is not necessary. You can get 10 potions as a gnome warlord, bring a sensation stone and a conversion seal and buy a keg of mana, so you will have around 17 potions. If you transform 3 of them into MP with JJ, you can get 25 MP, enough to get 10 MP per potion.

With your 14 potions, plus 2 protections from your initial 25 MP, plus 1 protection you can get before you start fighting, it's possible to get 17 protections. Assuming you have 40 base damage and 90% bonus from the warlord's abilities (76 damage), it's possible to deal 1292 damage to a boss without physical resist, if you didn't buy the berserker blade and didn't drink health potions.

Darvin wrote:Tikki Tooki isn't a bad consolation prize for the Paladin, and is about on the same lines as Dracul in the current build. However, the Glowing Guardian offers so many nice benefits and the paladin gets to completely ignore his steep tradeoffs which are based off of horrific piety loss for infractions and a game-ending punishment.

I think GG's penalties are a bit too severe compared to other gods. Taurog only gives -2 piety for casting a spell! I'm not complaining - I like having all the gods be at least usable with every character - but Glowing Guardian's potion penalties should really not be so harsh. I'll take JJ, TT, GG, Dracul or anyone other than Mystera over him 90% of the time.

Also, GG and Dracul are always the gods to go with, unless under certain strange circumstances, but GG is better if you have a way of sustaining yourself without potions (CYDSTEPP, HALPMEH, Double regen, etc.) but if you don't you usually want to convert out of him after humility, absolution, and possibly enlightenment.